Finally! We have reflections!

This commit is contained in:
Godzil
2020-02-21 17:21:06 +00:00
parent 9fffb68026
commit 7337ae4837
9 changed files with 174 additions and 12 deletions

View File

@@ -92,17 +92,21 @@ Intersect World::intersect(Ray r)
return ret;
}
Tuple World::shadeHit(Computation comps)
Tuple World::shadeHit(Computation comps, uint32_t depthCount)
{
/* TODO: Add support for more than one light */
bool isThereAnObstacle = this->isShadowed(comps.overHitPoint);
return comps.object->material.lighting(*this->lightList[0], comps.overHitPoint, comps.eyeVector,
Tuple surface = comps.object->material.lighting(*this->lightList[0], comps.overHitPoint, comps.eyeVector,
comps.normalVector, comps.object, isThereAnObstacle);
Tuple reflected = this->reflectColour(comps, depthCount);
return surface + reflected;
}
Tuple World::colourAt(Ray r)
Tuple World::colourAt(Ray r, uint32_t depthCount)
{
Intersection hit = this->intersect(r).hit();
@@ -112,7 +116,7 @@ Tuple World::colourAt(Ray r)
}
else
{
return this->shadeHit(hit.prepareComputation(r));
return this->shadeHit(hit.prepareComputation(r), depthCount);
}
}
@@ -134,3 +138,21 @@ bool World::isShadowed(Tuple point)
return false;
}
Colour World::reflectColour(Computation comps, uint32_t depthCount)
{
if ((depthCount == 0) || (comps.object->material.reflective == 0))
{
return Colour(0, 0, 0);
}
/* So it is reflective, even just a bit. Let'sr reflect the ray! */
Ray reflectedRay = Ray(comps.overHitPoint, comps.reflectVector);
Tuple hitColour = this->colourAt(reflectedRay, depthCount - 1);
hitColour = hitColour * comps.object->material.reflective;
return Colour(hitColour.x, hitColour.y, hitColour.z);
}